However, adding 256 makes the texture get over with it's resolution. Because:If 3 was 3*256, then 768 is already a max of this texture, and also adding U params to this makes it possible to use texture after 768px, so it has to be smaller than 256. 128 maybe? See? B5 if 5*256 = 1024, so it exceeds 768px texture. 128*5 = 640 looks fine.

In the texture modding process, I have run across a lot of different .TEX and .TIM files. I wish I could show screenshots, but my HDD died with all of my old file dumps and texture viewers.

Many of the .TIM files are set up in different segments of 128x256 blocks. Other textures like the worldmap textures are 256x256 images (256*256 for low resolution, but there are 4x as many tiles), but the game is only pulling 64px textures (32px for low res) from each section of the texture, for 16 textures total. The backgrounds (and field background files) seem to be set up in ways that the .tex/.tim file far exceeds the resolution of the screen, just like the Triple Triad text .TIM, which is 768x216 texture, which only ever pulls up 1/3 of a page, or a max 256*256 texture. The Triple Triad .TIM card texture file is a ridiculous 1792*256, which the game accesses in 14 chunks of 128*256, I believe. (could be 7 pieces of 256*256, but I don't think so).

So, in essence, the b1, b2, b3 pointers look like they are pointing to the first, second, third, etc. 128 byte sections of a larger texture? Or are they defining the entire size of the texture? If they are pointers to a larger texture, b5 would be the part of the texture from 512-640px, but if they defined the entire texture width, b5 would be 128*5=640, or 5 pages at 128*256px each.

Maky PL I take this opportunity to tell you (and you all) if you could help us by extracting or giving us a tool, or directly, have the models of the worldmap (like car, lagunarock etc) battle map, and if someone can extract some secondary object like the shiva's stalactite, Siren's Rock etc.We're working on 2 big project and we really need "That models" as a reference and for study that on the details...Please help us...we're asking that for almost 2 years...but no one help =(

Here just "A Single work" (almost finished.....p.s. don't look the textures...i'm working on it, thats are random, just for take a preview example...):

We have did also other things like the ballroom, the student rooms etc....but we really need these models....=( (sorry for the english but i'm italian )

For GF's levels. I completely have no idea where is that located. Probably m_* files in battle.fs. I've seen there a diablos summon textures, but didn't take a look at the file structure. Maybe there is indeed a model there. I don't know. Stages first, then world map, after this maybe GF's.

<3As i said in first we need, (if possible of course),with the help of halfer every vehicles of the world map and also the 2 flying garden (but it can be done later or in future) , and as stage battle, we need in this moment that one with norg.(for others places/things i have to speak with my work colleague).

For the other model (stalactite-rocks etc) they can be found on FF8.exe maybe later i can give you some informations/scripts so you can check accurately yourself....anyway there is no hurry on that.

Here you are. I dumped whole stage. Sorry for 1t.obj has no UV mapping, but it's triangle, and I'm going in the next hour to my GF so I don't have a time to code software to calc triangles. But I will do. I'll leave here a note for triangle start index and it's count, so I can upload the mapped part later:

t=14 (st= 0x187c)

Here's the model:One stitched together, and one with parts as they were dumped.

BTW> This is only three objects... Probably the smalllest geometry I was working on. There's average 10-12 objects in a stage. *counting triangles as a indepedent object. Here, only four (Two quads only, and one triangle+quad)

Don't worry about the triangle issue, it's not a problem for me, i can re-made the entire texture of the stage if i want Anyway great Progress & Work, you're awesome, keep it up, and thanks for this stage.I'll let you update if we need something else.(I'm always here watching you u,u)

Umm... Can't see anything at 1:47.I checked it with my newest converter, and it does detect only three models.

I'm 70% sure it IS just a plane. However, there's still on my TODO list to hack battle camera, after that I'll see for 100% if it's really plane or not in-game.

Also I today (with finally free time) started from the beginning writting the FF8 stage to OBJ converter. I think whole thing should be done probably tomorrow. I wrote a completely new algorithm, used some of my previous codes and just passed thru the thing that I had the most problem with. Still there's much to code, but I completed the hardest thing.

Umm... Can't see anything at 1:47.I checked it with my newest converter, and it does detect only three models.

I'm 70% sure it IS just a plane. However, there's still on my TODO list to hack battle camera, after that I'll see for 100% if it's really plane or not in-game.

Also I today (with finally free time) started from the beginning writting the FF8 stage to OBJ converter. I think whole thing should be done probably tomorrow. I wrote a completely new algorithm, used some of my previous codes and just passed thru the thing that I had the most problem with. Still there's much to code, but I completed the hardest thing.

Kaspar01, you we're right. I just ran a test on Norg's level and indeed. It did find this ground extension. Not only this. I think I'm ready to release this converter. It could be buggy and at first time weird, but it works. Give me a sec and I update this post.

Well, +1 for this software. My new extended search algorithm found these two objects and I didn't manually.

Kaspar01, you we're right. I just ran a test on Norg's level and indeed. It did find this ground extension. Not only this. I think I'm ready to release this converter. It could be buggy and at first time weird, but it works. Give me a sec and I update this post.

Well, +1 for this software. My new extended search algorithm found these two objects and I didn't manually.

I see. Post me which stage this is, offset of model and version of your 3DS Max. It's night in my country ATM, but I'll test it with 3DS Max tomorrow ASAP. I'm crafting OBJ from scratch, so there maybe is a problem that I missed. Thanks for report!

BTW> I personally didn't test exported meshes with 3DS Max, only with Milkshape and Mootools 3DBrowser.